Six From Gate Pass - Chapter 3: Shelter From The Storm

Then, softly at first, comes the clicking and hissing of the unseen spider

Kirio's lips curves upwards in a crooked smile as he plays... he pauses once more "steady now... wait for it... wait for it" and he begins playing once more...
 

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North Harbour - Lyceum

"Yes, your dreams." says Theal. "They are incredibly interesting to me as a source of your link to the weave. I have some thoughts on this, but first, I believe we must continue to discuss the arcane. I can see that you seek knowledge, so let us expand your mind."

For the next few hours, Theal takes you through additional basics of arcane study. He explains how a caster must combine certain materials and effects, such as specific material components, somatic gesturing and specific phrases to achieve an arcane result. He instructs that the combination of these things assists in focusing our link to the weave and manipulating it. He also warns that when one's ability to speak or move is hampered, so too is his link to the weave. For sorcerers, he elaborates, it is generally unnecessary to utilize material components, for their bodies and minds are the material component. It is wizards and priests that must focus on these components in order to emulate our natural link.

Theal then returns to the schools of magic and takes you through a number of tests. He casts minor cantrips on you from specific schools and asks you to describe their feeling, their aura, their smell and other obscure criteria. He explains that you must understand the linkages between these feelings and the schools of magic in order to comprehend them more accurately.

Finally it is you casting cantrips on Theal or inanimate objects. He guides you through minor castings of what is within your repitoire. He asks you similar questions related to sensations, images and thoughts that you experience when you touch the weave.

As the sun begins to set, you slump on a bench in fatigue. You feel as if your mind has been beaten and bruised and your thoughts are slow to raise to the murky surface of your consciousness. Never before have you cast spells this frequently or been required to concentrate on them, create associations with what you're learning and then discuss it in detail.

When your schooling for the day is complete, Theal pats you on the shoulder and says: "You did well today Lars. It is not easy to begin to learn these things in a formal setting. Tomorrow we shall continue with a discussion of the sub-schools that exist below the eight I explained today and how we can define the spells you know from within those deeper categories. We shall, as you also learned today, focus on enchantment, transmutation and illusion predominantly for that is where your talents are the strongest. Go home and rest."

As you are walking out of the chamber, Theal adds one further statement: "Oh and Lars, I have something I would like you to do tonight. I would like you to try and control your own dreams. If your link indeed stems from them, then you should have the power to shape them. It may take time, but you may be surprised at what you can learn. Good night."
 

Arnir fumes behind Alric as he throws the skull. Fear has given way to full-fledged hate. He hates this cave, he hates this spider and hates himself for giving into fear in the first place. As he thinks to reach for another skull, he hears the tell-tale sounds and howls in frustration, out into the darkness. His voice echoes off the the eerily illuminated stone walls before fading away leaving only the sound of nervous breathing and the spider..somewhere.

OOC: Arnir has once more readied Deep Slumber and will use it the moment the spider is within 35ft of him.
 

Bannock looks back at the party balefully, gives a sigh, and says in a sombre tone, "In case I die in the next minute 'r so, I just wanted you all to know... that you're a bunch of scared little girls!"

Bannock steps past the threshold into the spider's lair, intending to use himself as bait, moving into G-8.

OOC: Bannock will use his standard action to ready a move action. If he notices the spider come within 2 squares of himself, he will hop backwards two squares, ending up beside Alric
 

Bannock, you cross into the lair and quickly glance around the room. Perhaps due to the gloom or anxiety for a coming battle, you fail to see the great beast splayed upon the cave wall above you and the entrance. Without warning you hear the hiss and clack of its carapace and then your field of vision is filled with the hairy, dripping maw of the spider as it snaps a bite down upon you. Its horrible fangs catch you in the armpits creating two grisly wounds and the now familiar burn of venom flows through your veins. Though staggered and wounded, you once again overcome the poison.

Arnir, you catch just enough of the spider to cast your spell. Your enchantment catches the beast just as its blood stained fangs pull away from Bannock. It staggers slightly as if confused and then succumbs to slumber. It falls off the wall, landing with a thud on the stone platform.

Bannock, being aware of the spider's location, you then step back next to Alric.

GM: The spider is filling up squares E-F-G, 8-9-10 and is helpless.
 
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Hrimr gasps when he sees the spider's fangs sink into Bannock. Before he can cry out, he hears Arnir cast a spell and the giant form of the spider hits the ground right in front of Hrimr.

With the spider helpless before him Hrimr raises his living warhammer and strikes the beast.

OOC: Coup de Grace on the spider
 

Hrimr, you drive the head of your warhammer down with all your might. The weapon strikes the head of the spider with an audible crack. Carapace crushes, eyes scatter and goo and ichor sprays the front of your armor as the spider's head is pulverized. The vermin's legs twitch violently, scraping against the stone and its body trembles in spasms before finally going still.

GM: Spider is dead. We are off initiative.
 
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Arnir's jaw drops as Hrmir runs up to the spider to deliver the blow to the helpless beast. Glancing back and forth between the injured Bannock and the now still spider, Arnir tenses with rage before collecting himself

"That must have been the stupidest thing you've ever done, Dwarf. Do you have any sense at all? Yes, you managed to kill the beast this time but next time? And didn't it occur to you that perhaps helping out Bannock would be a better use of your time than fiddling with that twig of yours? By the gods man, we even discussed this before heading in here...Had that spider survived it would have torn through you like a scythe through wheat. Utterly unbelievable...A druid playing at being a warrior."
 

Hrimr wipes the ichor from his beard and armour. He ignores most of what Arnir says and looks to Bannock.

"Brave boy. Foolish, but brave nonetheless. Let me patch you up and check to see if you're poisoned."

Hrimr casts a spell. He channels the positive energy into Bannock. Since the wounds did not fully heal he casts another healing spell.

OOC: Heal check to see if Bannock is still poisoned. If so I immediately cast Neutralize poison
 

Hrimr, you find evidence that Bannock's wounds are still infected with venom. As a result, you dispense your spell and immediately neutralize the poison in his system.

GM: As you may recall, there is a large golden sarcophagus in the middle of the island of stone (F 20 on the map). Getting to the island will require you to jump or to form a bridge of some kind, so please reference the map when/if you decide to go there. The other exit from the lair is at the bottom of the map, where the other stone platform is.
 

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